@TimSweeneyEpic Read your old slides. Thinking about 100-core problem. Your thoughts on Rust for UE in ~5-20 years? http://www.iiswc.org/iiswc2008/sildes/keynote_1.pdf …
Ok, I think message passing concurrency is too limited and manual for complex code, e.g. updating actors in a game engine.
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What if the message were the actor itself - no copying. Lock-free passing ownership of shared memory - powerful and fast
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The worst case is: a bunch of threads updating random sets of objects whose interdependencies aren't known a priori.
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I think that transactions (in the context of unbounded transactional memory updates) are the desirable solution.
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Until we have that, I think C++ will continue to win for multithreaded client software. It's unsafe, but fast and powerful.
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